Weekly update - December 6th, 2019

Hey there, Ghost Hunters!

Welcome back to our weekly update!

We’re just a few short weeks away from the new year. Time flies!

Last week we took questions from our community across Discord, Reddit and Twitter!
Suit up in your hazmat suit, grab your Spectral Cannon and Radar, and help us track down the answers to your questions.

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Are you planning on making more game modes in the future? - DJ

Yes! With this kind of game, there’s lots of opportunity for this kind of thing. For example, a 7 v 1 game mode could be fun. One Super Ghost versus 7 Hunters. If a Hunter dies, then they become a Ghost too. We could also do a vanilla prop hunt mode. If you have any ideas for a cool game mode, definitely let us know on Discord!

As we are pre-anticheat will the use of reshade be considered cheating? - METALSHARK

Unsure about this right now. This is often a tricky matter for multiplayer games. Purely cosmetic mods/programs could be OK as long as they give you absolutely no advantage. There’s also the risk that the engine may consider any tampering by a process to be cheating.
I’m a fan of letting the players adjust their visual experience to their personal preference - it’s just a matter of implementation. I will look into possible solutions here and keep everyone posted.

Have you thought about implementing weather into the game such as fog, rain, and or lightning? - Straydevilfox

Our Asylum map rains and thunders a bit - but adding some of this randomly to each map could add a lot of flavor. It can really set the mood of a haunted place. This will likely be something we consider adding when we get into that final polish phase.

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How much Do you Plan On the game costing?
- Mets11rap

Not determined yet - we are currently focusing on making the best game that we can. I can say that we will not be full-priced, and will probably end up costing what you’d expect a game like this to cost. We want to make sure the barrier to entry is low so we can count on a solid playerbase. 

Sorry this is not a solid answer yet, we are still early on in the full development process and this will likely be one of the last things we finalize. We just want to make a good game, first and foremost.

Would you consider adding larger maps or do you feel the gameplay shines best with tight spaces forcing constant engagement? - Noony

Great question! I tend to agree with you - the maps currently are too small. You’ll be happy to hear that we’re expanding all three existing maps with more rooms, pathways, and props to possess. I think having more hiding spots is always a good thing. And given how accurate and effective the Hunter’s gadgets are, it will help the Ghosts significantly to have more places to hide.

We are also working on some prop layout randomization. Each room might have a slightly different layout of props each time you play - giving the Ghosts a better shot at hiding in plain sight. 

With a static map, experienced Hunters know exactly when something has been moved or something does not belong. This means that the most effective way to play a Ghost is to merely become a tiny object and wedge yourself in a corner. But with the prop layout randomization, it should help Ghosts take more risks and add some more variety to their options when hiding.

We are also experimenting with ‘wildcard’ props - essentially, these special props could be one of many different props of similar size. Sometimes it will be a lamp, or sometimes it will be a potted plant. This will result in even more variety each time you play the map.

Let us know what you think of these changes on Discord. The bigger maps are currently in development, and I hope one or two of them will be ready for the next test.

Will MGH have achievements? - TMGR13

Yes! You may have noticed we have two already, just a victory for each team. But we plan on many, many more. Win with a headshot with a lamp? Achievement for that. Beat all Ghosts with the Ghostsmasher in a 1v4? Achievement for that too. I’m all about achievements.

Is there a piece or achievement that the team is especially proud of? A feature that stands out and made you say "I’m glad that made it in game!" ? - Thelosttexan

There’s so many like this - to be honest, when you make anything work properly in-game, it feels like a momentous achievement. As it turns out, multiplayer games are hard to make. Surprising, I know.

The biggest ones that come to mind are the way props shatter into pieces. Once I got that working, and I went around smashing things, it felt very satisfying. Our killcam system also took a lot of time to get working, and required a lot of experimentation and research to get working. That was a great moment when we finally saw replay happening.

What would you do in the far future for the lore? (comics, black boxes that give info about the map etc.) - Spook

Lore is great - we’ve definitely got some ideas there. Admittedly, we are mostly focused on gameplay right now. But lore creates context for the game which is really important. Why are there Ghosts? Who are the Ghost Hunters really? Who’s calling the shots? Who hired those Hunters? Lots of fun questions to answer and explore to make the world of MGH feel alive and believable.

You may have noticed the radio announcer in the van ride to the haunted location - there’s some lore to extract there. We plan on doing more of that kind of thing. Comics would be amazing - if we are successful enough to have tie-in comics, we’ve done something right. 

I think some sort of information bank of lore to collect while playing could be cool too. I always liked reading all that stuff when playing games as a kid. Doesn’t really get in the way of gameplay, but there if you want it.

How's life been? Always good to have a break from answering questions about the game
- Mythra Main

Thanks for asking! Life’s been good, just quite busy working on this here game. Looking forward to the holidays so I can spend some time with my family - I don’t get to see them often. It’s going to be lovely. I hope everyone else gets to do the same.

Will the game have more forbidden gestures?
- Chillax

Yes, absolutely. Prepare yourselves. Use of forbidden gestures will result in a ban from most servers, so use this power wisely.

But seriously - the more emotes, the better. We’re on it!

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What is the best way for new players to get into the game? - Jason

We do have a tutorial for both Ghosts and Ghost Hunters. However, it is not complete - and only serves to give you a brief introduction to the world of the game and the mechanics. We plan on shipping with a much better and more fully developed tutorial system. But as we are still tweaking and adjusting core mechanics, we’re not so heavily focused on a perfect tutorial right now - as some of it may change.

We’re also trying to make the game intuitive enough that if you go in and play without a tutorial, you can still stand a chance. As long as you go in with “Okay, this is hide and seek, and I am the hider. Got it.”, then we’re in good shape at least for a first match. A lot of this comes from effective user interface design. 

We do have the F1 Menu that will show you your team and class’s ability with a little video. I think this will help a lot of new players out.

Will the game be out for Xbox, and Playstation, or only PC? - Mort

Currently focusing on our PC release, but ideally we’ll be on all platforms. With cross-platform multiplayer as a goal. We’d like as many people to be able to play the game as possible, and be able to play together.

Console ports are rather costly and take a lot of time, and we are a tiny new indie studio. But it’s certainly something I’d like to. Stay tuned for more on that!

Any plans for modular maps that change slightly or have different corridors open each time a round starts ? - DJ

Randomization is totally something we’re experimenting with right now. Currently we are focusing on just room arrangement randomization without affecting the actual map layout. The rooms will always be in the same spot, but the props inside them may change or will vary in placement. I think this is important because it allows the Hunters to learn the general map flow, which is important for callouts when communicating for your team. If the map layout itself changes, Hunters may not be able to coordinate as well.

However, I think the concept should be explored with perhaps a certain subsection of maps with this feature. Designed from the ground up to be modular and fully randomized. I think it could create a unique challenge to the Hunters. I think it could be a lot of fun.

What's the main programming language behind this project? - nebotec

We’re using Unreal Engine 4 - so that means a combination of C++ and Blueprint. There’s probably too much Blueprint going on, as it is so easy to write and iterate on. But there’s some performance cost associated with it - so as we get closer to release, some/most of it will be refactored into C++ to get some performance gains.

We are doing some fancy custom C++ stuff on top of what the engine is already doing - like our Killcam, some multiplayer features, and so on.

Will audio captions be available for those with hearing issues/general accessibility?
- metalshark

Uncertain about this. Obviously accessibility is an important thing to consider, and I’d like everyone to have a chance to enjoy the game. But it also comes at the cost of balance, as anyone with these captions enabled would have a tactical advantage of some description. Thank you for bringing this up, and I will consider possible solutions for the final release.


That’s it for this Q&A! Thanks so much for the questions, it was great fun to answer them. Can’t wait to play with you all again! I appreciate everyone’s patience as we work to make the game better. Stay tuned for more alpha information soon!

Cheers,

-Kite

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Weekly Update - November 22nd, 2019

Hey there, Ghost Hunters!

Welcome to our latest Weekly Update!

We are continuing our breakdown of statistics from our Halloween alpha test.

This week, we are focusing on the Ghosts. Who could forget our boys in blue?

This is their house now…

This is their house now…

Here’s the data on the Ghost class ability selection:

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Looks like Phantom was the most popular this time around. (Last alpha, it was the Poltergeist)
I think part of that has to do with Phantom being a part of the default loadout - but it also ended up being the most useful ability, in my opinion.

A pretty even split between the 3 original abilities.

The two new abilities, Wraith and Spirit, saw less use. There’s a few reasons, I suspect. They did not have entries in the tutorial, for one. Spirit seemed worse than Phantom in most instances - it probably needs a buff. Might need to last longer or not cancel on damage taken.

Wraith was a bit confusing to most players - but when players found out the best way to use it, it was very strong. Wraith is best used alongside a barricade strategy, or against Hunters who primarily try to break everything in the map with the melee weapon. If you can bait the Hunter to destroying a prop, it will fry their equipment for 15 seconds. Pretty strong!

We’ll look at ways of making the ability more intuitive and some more use cases that it could be used for. Stay tuned on that!

Did you have a favorite ability? Let us know!

You may have noticed we introduced Perks onto the side of Ghosts during this Alpha Test! Perks are passive modifications to support a certain playstyle or strategy. We decided to add them to Ghosts to add some symmetry with the Hunters, and try to make some strategies more viable.

Let’s look at the data!

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Ghostly Reach was the favorite, extending the range you can select objects to interact or possess. Not surprising, as it was the default loadout. But it was also extremely useful for escapes, and I personally used it quite a bit.

Ghostly Focus was also quite popular. I think it was extremely useful if you liked to use your ability or ram often. It combined very well with Phantom for constant quick escapes. You could turn invisible very often!

For our last set of data, we’ve got a fun one for you.

Here are the the 5 most commonly possessed objects!

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Dining Room chairs were the favorite, leveraging almost 6% over Barrels.
(Maybe because of their iconic appearance in our E3 trailer?

The barrel (specifically, the Asylum basement barrels) was quite popular, too. It was a common strategy to pick one of the dozens of barrels in that basement and try to hide in plain sight. Not many Hunters leave the barrel basement intact!

Our seasonal Pumpkin, Coffin, and Candles were quite common, too. Will be sad to see them go, but don’t worry, next Halloween isn’t too far off!

Which prop was your favorite to evade the hunters with? What was your favorite offensive prop?
We wanna know!


Thanks for checking out this update! Our last Alpha Test was very insightful and helps us figure out what direction we need to take Midnight Ghost Hunt to make sure it is a great game.

Until next time, Ghost Hunters.

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Weekly Update - November 15th, 2019

Hey there, Ghost Hunters!

Welcome back to our Weekly Update!
We took a bit of a pause on writing these while we focused on the Halloween alpha test, which ran from October 30th until November 2nd.

Happy to say that the alpha ran quite smoothly, no massive issues! Just some performance hiccups and bugs on certain hardware.

We’ve got a lot of data from the alpha to go over - so let’s jump right in!

Always remember, never ghost hunt alone.

Always remember, never ghost hunt alone.

Let’s start out with the biggest statistic, the overall win rate of each team.

Turns out, we were very close to a 50/50 split!

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Compared to Alpha 3 in August, Ghosts won 1.3% more matches. So we’re moving ever closer to a perfect split.

Next test we’re going to split up the win rate tracking by player level, so we’ll be able to see what the win rates look like with new players versus experienced ones. I think that will be very telling - Hunters seem to be easier to pick up, while Ghosts can be a bit tricky for new players. It takes a bit more experience as a Ghost to learn the right times to run away and hide versus go on the offensive.

Overall, it feels like the Hunters do have a slight advantage, assuming both teams are coordinated and relatively experienced with the game mechanics.

Part of this is probably due to the relatively small size of the maps - there aren’t a lot of great hiding spots that the average Hunter wouldn’t already know about.

For the next test, we are working on extending the existing maps, and implementing some randomization of furniture per-room so there’s some variation between matches. That might help out the Ghosts a little bit, but we shall see!

Next up we have our Hunter equipment breakdown.

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Spectral Cannon was the most commonly selected weapon, however this may be a bit biased as this is part of the default loadout for Hunters. Beyond that, though, the weapon is fairly useful in a variety of scenarios it seems.

Seems best with paired with the Fast Recharge perk, reducing the chance of letting a Ghost get away because you were one battery charge short!

Ghostsmasher returns in second place - most often used for probing quickly around a room for Ghosts without needing to expend battery. However, range and damage are a bit lower as a trade-off.

Project X is our new weapon, and comes in third place. Not too surprising, given the speed and harsh spin-up time on the weapon currently. It’s not very good for chasing Ghosts, unless you get them in a long hallway or cornered. It has the highest damage out of any weapon, but before Midnight it is not quite as useful it seems. I often used it for destroying barricades rather quickly, being careful not to overheat the weapon.

After Midnight, an upgraded Project X ended up being very useful. It’s good to defend a position, where the Ghosts have to come to you. Still, though, the speed penalty and charge up time might be just a tiny bit too harsh.

Moving on to Gadgets!

Unsurprisingly, the Radar comes out on top again at 39.7%. Compared to the August alpha test, that is a 4.2% decrease in utilization.

This is likely due to our introduction of the Ectoplasm Buildup mechanic - if Ghosts move around a lot, they become less visible to Radar. This was introduced to try to make the Radar less of a must-pick, and introduce the Pathfinder as the other really important tracking tool.

In short, the Radar is good if the team of Ghosts are camping or hiding in one spot, but near useless if they are all on the move. The Pathfinder is really good if they are all moving around, but near useless if they have been camping. So there’s an element of counter play there, and is often encouraged to have at least one of each on your team.

Defibrillators were our least selected gadget, which makes sense due to their situational nature. I think we need to make it more obvious when a downed Hunter needs a revive and you do not have it equipped - otherwise relies entirely on comms. We’ll see which way works best.

I think this is a good stopping point for this week - we have much more data to unpack, but let’s save that for next week! We hope to see you there.

Thanks so much for reading! Let us know on Discord or Twitter your thoughts on the alpha. Did you feel like Hunters were WAY OP? Or that Ghosts were clearly favored? We’d love to hear it!


That’s it for this week, ghost hunters.

We hope you enjoyed the breakdown! Were the numbers what you expected, or did you think the results were going to lean in another direction? Let us know by reaching out to us via our socials below!

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Weekly Update - October 18th, 2019

Hey there, Ghost Hunters!

Welcome to the weekly update!

Let’s continue our discussion on the Ghost additions since the last alpha test.

Last week we covered the new Ghost class, the Wraith. That class is all about sabotaging Hunters and their gadgets.

This week, we’ve got a new Ghost class to preview!

This one is called the Spirit.

Watch and share Spiritformpreview GIFs on Gfycat

The Spirit can turn into their Ghostly wisp form at will. In this form, they can fly in any direction for a short amount of time.

Like the Phantom class, the Spirit is all about making a quick escape and avoiding damage. However, the Spirit can fly in any direction, including upward, giving more freedom of motion to the escaping Ghost.

Unlike the Phantom, the Spirit is very loud and bright. This makes it rather easy to track as a Hunter, and once the Spirit form duration has ended, the Ghost is rather vulnerable.

When the Ghost returns from the Spirit wisp form, they keep their object they were currently possessing. So if a player is using a heavy and slow object, such as the Knight or the Fridge, the Spirit ability can be used to relocate quickly without losing the object.

The Spirit can also be used to escape from a trap if caught. If you think traps are frustrating, this might be the class for you!

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Like all of the classes, Spirit becomes upgraded after the clock strikes Midnight.

The Spirit becomes the Enraged Spirit, which moves much faster and lasts much longer. In addition, when the Spirit form ends, there is no cooldown on your next attack. 

(Before Midnight, there is a short cooldown before any action can be taken.)

This can be quite useful against the Hunters that use the perk Sprint to endlessly run around the map to run down the clock. You can catch up to them with this form and immediately knock them out with the Ghost swipe!


That’s it for this week, Ghost hunters

How do you feel about the new Ghost class? Do you think it sounds OP or kind of lame? Let us know on social media!

And stay tuned for our next weekly update. There might be some surprises in store… 👻🎃

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Weekly Update - October 11th, 2019

Hey there, Ghost Hunters!

Thank you all for joining us for another haunting edition of our Weekly Update! We have been going over some changes to our Ghosts over the last few weeks, so why not continue the tradition?

Spooktober is here, and with it comes with plenty of inspiration. We’re coming up with new ways to spice up Ghost gameplay.

Our latest idea is a new Ghost class! Enter: The Wraith

The Wraith is all about finding ways to disable or hijack Hunter’s gadgets. You are the GHOST in the Machine!

Watching… Waiting… Ready to punch a Ghost Hunter in the face…

Watching… Waiting… Ready to punch a Ghost Hunter in the face…

New Ghost Class: Wraith

  • Wraiths can fry Hunter’s gadgets for a short amount of time. However, This requires maintaining a line of sight on the Hunter for the duration of the cast, which can be hard to pull off.

  • When casting their ability, Wraiths have visual and audio elements that reveal themselves to the enemy team. You have to work efficiently and quietly if you want to stay “alive”.

  • Wraiths can reprogram Hunter traps to turn on their masters; this will result in traps hurting the Hunters and not the Ghosts. (Traps felt very hard to counter during the last alpha test, so this is a way to get some revenge!)

  • Wraiths can also sabotage any possessable object. This object, when destroyed by a Hunter, will explode and fry the equipment of any nearby Hunters.

  • AFTER MIDNIGHT, this ability evolves into the Electromagnetic Blast! This is an area of effect blast that affects all Ghost Hunters/Gadgets within line of sight. It has a longer cast time.

In addition to our new Ghost ability, we also added passive perks to our Ghost team. These passive perks work the same as the Ghost Hunters and allow for more customization and tailoring for your style of play.

  • Untrackable - Ghost footprints decay faster (A counter for the Pathfinder gadget, for those of us who live on the go)

  • Heavyweight - Large objects take less damage (Suits of armor, fridges, grandfather clocks, etc.)

  • Shatterproof - Small objects no longer shatter after falling. (Potted plants, tea kettles, busts, etc.)

  • Focused Spirit - Special abilities have a shorter cooldown. (So you can Cloak or Poltergeist or Doppelganger more often!)

Our goal is to create ways to specialize and pick a build that will complement your specific playstyle. We’re also looking at ways to create some symmetry with the Hunters in some ways. Hunters have many, many different types of loadouts to choose from - different combinations of weapons, gadgets, and perks. Ghosts felt a bit lacking in that respect.

How do you feel about these new ideas? Let us know!

Stay tuned in the coming weeks - we may have some scary news on the way! 👻


That’s it for this week, Ghost Hunters!

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Weekly Update - October 4th, 2019

Hey there, Ghost Hunters!

Hey there, Ghost Hunters! Thanks for joining us for another installment of our Weekly Updates.
This week, we are going to dive more in-depth to some of the changes we have mentioned prior — and discuss some new ones!

One of the biggest new features developed is the transition from UE4’s built-in voice chat to Discord voice services. This service will ensure higher quality voice chat, as well as make handling voice chat operations much smoother! (You can click here to read our more in-depth update regarding Discord Voice)

We have also added Discord Rich Presence to our game client, as some of our Members from our Discord may have noticed already.

Rich Presence is a feature that detects what game is currently playing (in this case: Midnight Ghost Hunt). It will show the current map, what team they are on, and how much time is remaining until Midnight.

We’ve also set up the framework to have game invites and joins right through Discord! Although not configured yet, we’re expecting it to be relatively easy to implement. 

Now you can see if your friend is ghosting you to play MGH!

Now you can see if your friend is ghosting you to play MGH!

As we mentioned last week, we’ve been making some tweaks to the balance of power. The biggest one is our Ghost ability overhaul.

Ghost abilities are being split into two phases, a pre-Midnight and post-Midnight power. This is to make the pre-Midnight phase more about hiding, playing tricks, and misdirecting Hunters. post-Midnight is all about knocking out Hunters in the most spectacular ways.

Post-Midnight Class Ability Changes

  • Doppelganger - Directly possess a Hunter, instead of making a copy. Players can use whatever weapon they had equipped to damage other Hunters. The possessed Hunter can only watch in horror as they are controlled directly by a menacing Ghost. Any damage taken from a fellow Hunter will force the Ghost back out.

  • Phantom - Activating the Cloak after Midnight will enter players into Phantom Form for a short while. All projectiles or melee weapons will pass through the player, meaning no direct damage can be taken. Splash damage from cannon explosions and grenades can still deal damage, however.

  • Poltergeist - Pull an object to the player using their telekinetic powers. The object will float to the player's right, and the camera will become over-the-shoulder. Press the ability button again, and the object will go flying forward crushing anything in its path. If the object comes into contact with Hunters, Generators or Traps it will deal damage.

We have also given our Ghosts passive perks just like the Hunters have already. These are still being actively tested and improved so we will go over them another time.

We’re also working on some new Ghost classes and Hunter gadgets, but they’re not quite ready to be talked about yet.


That’s it for this week, Ghost Hunters!

Thanks for reading!

Do you think the ability upgrades make Ghosts too OP?
Or do you believe the Ghost Hunters will come out on top yet again?

Be sure to let us know, and as always, make sure to check back next week!

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Weekly Update - September 27th, 2019

Hey Ghost Hunters!👻

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Welcome to our latest weekly update!

This week we’re going to talk about some Ghost tweaks we are experimenting with.

As you may know if you have played the recent alpha test, Midnight Ghost Hunt has two phases: Pre-Midnight and Post-Midnight.

Pre-Midnight, Ghosts are fairly weak - they’re trying to survive until Midnight when the tables turn. When the clock strikes Midnight, the Ghosts unlock their true power and become terrifying killing machines. That’s the idea, at least.

We’re looking at ways to set the pacing a bit more clearly for Ghosts.

Are players supposed to be aggressive before Midnight? Or are they just supposed to hide? Somewhere in between, perhaps? Players sometimes felt a little confused about how they should be playing.

We’ve decided to try to make a bit more clear that before Midnight is all about staying alive, running out the clock, and playing tricks on Hunters. Diversion, deception, all that fun stuff. When Midnight arrives, all that goes out the window and it becomes a bit of a brawl.

We felt that most Ghost class abilities felt a bit useless after Midnight, especially Poltergeist. Why would you use any of these abilities when you could just punch them?

To that end, we're looking at upgrading Ghost abilities when the clock tolls.

Foolish Hunter… My time to strike approaches.

Foolish Hunter… My time to strike approaches.

They will be in the same theme of the base Ghost class, but with extra offensive capabilities. 

We're no longer using the abilities to escape or cause confusion or hide better. We're using them to take out Hunters in spectacular fashion. Subtlety is out the window at this point.

We currently have three classes: Doppelganger, Phantom, Poltergeist. I think we’ve come up with some cool ways we can keep the themes for each class but pack a bit more of a punch.

Our upgraded Doppelganger ability allows you to directly possess a Hunter, instead of making a copy. You take over that Hunter’s body, and they can only watch helplessly as you use their own weapons to attack other Hunters. The possessed Hunters start to glow bright red and look a little bit terrifying.

You can also simply move the Hunter into a better position to be smacked in the head with a lamp hurled by your teammates.

It turns out to be pretty fun and fits in our game nicely!

We’ll dig into the other upgraded abilities, along with other new goodies in development in the coming weeks.

Thanks for reading, and stay tuned for more info!


That's it for this week, Ghost Hunters. 

Be sure to check back next week where we may showcase some of these new abilities coming to the Ghosts. How do you feel about the idea? Any cool ideas for OP Ghost abilities? Let us know!

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Weekly Update - September 20th, 2019

Hey there, Ghost Hunters!

Welcome to this another edition of our Weekly Update! This week we’re hunting data, not Ghosts. But we’ll get to that soon!

We’ve got some data from our recent alpha test that would be fun to delve into and analyze.
Let’s begin, shall we?

Moments after this photo was taken, this hunter had a box thrown at him. He died.

Moments after this photo was taken, this hunter had a box thrown at him. He died.

First up is the match outcomes. Out of all the matches played that weekend, which team won more often?

Are you surprised with the results? Let us know!

Are you surprised with the results? Let us know!

Turns out we are fairly close on our win rates, with Hunters coming out on top by a small amount.

For the first day or so, Hunters were actually winning closer to 64% of the time. A few quick balance patches later, and we settled a bit closer to 50/50.

We’ve got some balance work still ahead, but always good to see we aren’t so far off.

The win rates also vary by map, as you might expect.

Mansion tended to be Hunter-favored, as it is the smallest map. Less places for Ghosts to hide.
Asylum seemed fairly balanced.
Warehouse tended to be Ghost-favored, as it is the biggest map and there are several spots to hide.

Some great information here that will greatly aid the team on their continued development and balancing of the game.

2 Very Nice Charts

It seems that Hunters tended to prefer the ranged weapon, the Spectral Cannon. There might be a little bit of skew here since it was in the default loadout - but it seemed to be the favorite. The Ghostsmasher’s limited range was indeed a fairly large drawback.

Unsurprisingly, the Radar was one of the most equipped gadgets throughout the weekend at a whopping 43.9% utilization. We’re making some tweaks behind the scenes on the radar, stay tuned for more on that!
Many of the other gadgets are seeing various tweaks to try to get them in line with each other.

Although the Shield was not used much, I did witness several matches where the Shield came in rather useful. We are looking at some options to change it up, stay tuned for that!

1 Very Excellent Pie Chart

Here is a breakdown of the selection of Ghost classes. A decent split, with Poltergeist being the favorite. Poltergeist at times felt very powerful, especially in a room with many objects to throw around, such as the Mansion dining room.

We’re looking into ways to balance these classes even further, as well as potentially introduce more classes. Stay tuned on that!

Here is a breakdown of maps played.

CHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAART

A decent split! Mansion takes the cake. It’s our flagship haunted house, so that’s not super surprising. It’s got the strongest overall design and work put into it.

The other two were not far behind, and we are looking at ways to improve their overall layout, visual design, and so on. And of course, we’ve got plenty of more map ideas cooking!

What map was your favorite? Let us know!

That’s it for now! We’ve still got heaps of more data to analyze. Maybe we’ll go into more specific data in the future.


That’s it for this week, ghost hunters.

We hope you enjoyed the breakdown! Were the numbers what you expected, or did you think the results were going to lean in another direction? Let us know by reaching out to us via our socials below!

Thanks so much for reading!

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